Mario Plays on a Manifold: Generating Functional Content in Latent Space through Differential Geometry
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Abstract (arXiv)
Deep generative models can automatically create content of diverse types. However, there are no guarantees that such content will satisfy the criteria necessary to present it to end-users and be functional, e.g. the generated levels could be unsolvable or incoherent. In this paper we study this problem from a geometric perspective, and provide a method for reliable interpolation and random walks in the latent spaces of Categorical VAEs based on Riemannian geometry. We test our method with "Super Mario Bros" and "The Legend of Zelda" levels, and against simpler baselines inspired by current practice. Results show that the geometry we propose is better able to interpolate and sample, reliably staying closer to parts of the latent space that decode to playable content.
Key facts. Cited by 5 papers in the map (data through 14 Oct 2026). Builds on 29 of its 39 references that are in the map. First posted on arXiv 31 May 2022.
Builds on
29 of 39 references.
References · 29
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17 more
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Built on by
Citing papers per year: 2022: 1; 2023: 2; 2024: 0; 2025: 2.
5 papers.
- 2023MarioGPT: Open-Ended Text2Level Generation through Large Language Modelscited by 64
- 2022Identifying latent distances with Finslerian geometrycited by 3
- 2023Tools for Landscape Analysis of Optimisation Problems in Procedural Content Generation for Gamescited by 2
- 2025Analysis of Robustness of a Large Game Corpuscited by 1
- 2025PepCompass: Navigating peptide embedding spaces using Riemannian Geometrycited by 0
- 2025PepCompass: Navigating peptide embedding spaces using Riemannian Geometry2 Oct 2025
- 2025Analysis of Robustness of a Large Game Corpus4 Apr 2025
- 2023Tools for Landscape Analysis of Optimisation Problems in Procedural Content Generation for Games16 Feb 2023
- 2023MarioGPT: Open-Ended Text2Level Generation through Large Language Models12 Feb 2023
- 2022Identifying latent distances with Finslerian geometry20 Dec 2022